implicit-0.0.2: Graphics/Implicit/Export/SymbolicObj3.hs
-- Implicit CAD. Copyright (C) 2011, Christopher Olah (chris@colah.ca)
-- Released under the GNU GPL, see LICENSE
{-# LANGUAGE MultiParamTypeClasses, FunctionalDependencies, FlexibleInstances, FlexibleContexts, TypeSynonymInstances, UndecidableInstances #-}
-- The purpose of this function is to symbolicaly compute triangle meshes where possible.
-- Otherwise we coerce it into an implicit function and apply our modified marching cubes algorithm.
-- We just want to export the instance...
module Graphics.Implicit.Export.SymbolicObj3 (symbolicGetMesh) where
import Graphics.Implicit.Definitions
import Graphics.Implicit.Export.Definitions
import Graphics.Implicit.Export.Render (getMesh)
import Graphics.Implicit.Primitives
import Graphics.Implicit.ObjectUtil
import Graphics.Implicit.MathUtil
import Graphics.Implicit.Export.SymbolicObj2
import qualified Graphics.Implicit.SaneOperators as S
import qualified Data.Maybe as Maybe
import Graphics.Implicit.Export.Symbolic.Rebound2
import Graphics.Implicit.Export.Symbolic.Rebound3
--import Graphics.Implicit.Export.Util (divideMeshTo, dividePolylineTo)
import Graphics.Implicit.Export.Util (normTriangle)
instance DiscreteAproxable SymbolicObj3 TriangleMesh where
discreteAprox res obj = symbolicGetMesh res obj
instance DiscreteAproxable SymbolicObj3 NormedTriangleMesh where
discreteAprox res obj = map (normTriangle res (getImplicit3 obj)) $ symbolicGetMesh res obj
symbolicGetMesh :: ℝ -> SymbolicObj3 -> [(ℝ3, ℝ3, ℝ3)]
{--
-- A translated objects mesh is its mesh translated.
symbolicGetMesh res (Translate3 v obj) =
map (\(a,b,c) -> (a S.+ v, b S.+ v, c S.+ v) ) (symbolicGetMesh res obj)
-- A scaled objects mesh is its mesh scaled
symbolicGetMesh res (Scale3 s obj) =
let
mesh :: [(ℝ3, ℝ3, ℝ3)]
mesh = symbolicGetMesh res obj
scaleTriangle :: (ℝ3, ℝ3, ℝ3) -> (ℝ3, ℝ3, ℝ3)
scaleTriangle (a,b,c) = (s S.⋯* a, s S.⋯* b, s S.⋯* c)
in map scaleTriangle mesh
-- A couple triangles make a cube...
symbolicGetMesh _ (Rect3R 0 (x1,y1,z1) (x2,y2,z2)) =
let
square a b c d = [(a,b,c),(d,a,c)]
rsquare a b c d = [(c,b,a),(c,a,d)]
in
rsquare (x1,y1,z1) (x2,y1,z1) (x2,y2,z1) (x1,y2,z1)
++ square (x1,y1,z2) (x2,y1,z2) (x2,y2,z2) (x1,y2,z2)
++ square (x1,y1,z1) (x2,y1,z1) (x2,y1,z2) (x1,y1,z2)
++ rsquare (x1,y2,z1) (x2,y2,z1) (x2,y2,z2) (x1,y2,z2)
++ square (x1,y1,z1) (x1,y1,z2) (x1,y2,z2) (x1,y2,z1)
++ rsquare (x2,y1,z1) (x2,y1,z2) (x2,y2,z2) (x2,y2,z1)
-- Use spherical coordinates to create an easy tesselation of a sphere
symbolicGetMesh res (Sphere r) = half1 ++ half2
where
-- Convenience functions for mesh generation
square a b c d = [(a,b,c),(d,a,c)]
rsquare a b c d = [(c,b,a),(c,a,d)]
-- Number of steps of φ and θ respectivly
m = max 3 (fromIntegral $ ceiling $ 1.5*r/res)
n = 2*m
-- Spherical coordinates
spherical θ φ = (r*cos(θ), r*sin(θ)*cos(φ), r*sin(θ)*sin(φ))
-- Function placing steps on sphere
f n' m' = spherical (2*pi*n'/n) (pi*m'/m)
-- Mesh in two pieces..
half1 = concat [ square (f m1 m2) (f (m1+1) m2) (f (m1+1) (m2+1)) (f m1 (m2+1))
| m1 <- [0.. m-1], m2 <- [0.. m-1] ]
half2 = concat [ rsquare (f m1 m2) (f (m1+1) m2) (f (m1+1) (m2+1)) (f m1 (m2+1))
| m1 <- [m.. n-1], m2 <- [0.. m-1] ]
{-symbolicGetMesh res (UnionR3 r [ExtrudeR ra obja ha, ExtrudeR rb objb hb])
| ha == hb && ra == rb = symbolicGetMesh res $ ExtrudeR ra (UnionR2 r [obja, objb]) ha
symbolicGetMesh res (UnionR3 r [ExtrudeR ra obja ha, ExtrudeR rb objb hb, ExtrudeR rc objc hc])
| ha == hb && ha == hc && ra == rb && ra == rc =
symbolicGetMesh res $ ExtrudeR ra (UnionR2 r [obja, objb, objc]) ha-}
-- We can compute a mesh of a rounded, extruded object from it contour,
-- contour filling trinagles, and magic.
-- General approach:
-- - generate sides by basically cross producting the contour.
-- - generate the the top by taking the contour fill and
-- calculating an appropriate z height.
symbolicGetMesh res (ExtrudeR r obj2 h) =
let
-- Get a Obj2 (magnitude descriptor object)
obj2mag :: ℝ2 -> ℝ -- Obj2
obj2mag = getImplicit2 obj2
-- The amount that a point (x,y) on the top should be lifted
-- from h-r. Because of rounding, the edges should be h-r,
-- but it should increase inwards.
dh x y = sqrt (r^2 - ( max 0 $ min r $ r+obj2mag (x,y))^2)
-- Turn a polyline into a list of its segments
segify (a:b:xs) = (a,b):(segify $ b:xs)
segify _ = []
-- Flip a triangle. It's the same triangle with opposite handedness.
flipTri (a,b,c) = (a,c,b)
-- Turn a segment a--b into a list of triangles forming (a--b)×(r,h-r)
-- The dh stuff is to compensate for rounding errors, etc, and ensure that
-- the sides meet the top and bottom
segToSide (x1,y1) (x2,y2) =
[((x1,y1,r-dh x1 y1), (x2,y2,r-dh x2 y2), (x2,y2,h-r+dh x2 y2)),
((x1,y1,r-dh x1 y1), (x2,y2,h-r+dh x2 y2), (x1,y1,h-r+dh x1 y1)) ]
-- Get a contour polyline for obj2, turn it into a list of segments
segs = concat $ map segify $ symbolicGetOrientedContour res obj2
-- Create sides for the main body of our object = segs × (r,h-r)
side_tris = concat $ map (\(a,b) -> segToSide a b) segs
-- Triangles that fill the contour. Make sure the mesh is at least (res/5) fine.
-- --res/5 because xyres won't always match up with normal res and we need to compensate.
fill_tris = {-divideMeshTo (res/5) $-} symbolicGetContourMesh res obj2
-- The bottom. Use dh to determine the z coordinates
bottom_tris = map flipTri $ [((a1,a2,r-dh a1 a2), (b1,b2,r - dh b1 b2), (c1,c2,r - dh c1 c2))
| ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris]
-- Same idea at the top.
top_tris = [((a1,a2,h-r+dh a1 a2), (b1,b2,h-r+dh b1 b2), (c1,c2,h-r+dh c1 c2))
| ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris]
in
-- Merge them all together! :)
side_tris ++ bottom_tris ++ top_tris
symbolicGetMesh res (ExtrudeRM r twist scale translate obj2 h) =
let
-- Get a Obj2 (magnitude descriptor object)
obj2mag :: Obj2 -- = ℝ2 -> ℝ
obj2mag = getImplicit2 obj2
-- cleanup twist, scale, etc
twist' = Maybe.fromMaybe (const 0) twist
scale' = Maybe.fromMaybe (const 1) scale
translate' = Maybe.fromMaybe (const (0,0)) translate
h' = case h of
Left n -> const n
Right f -> f
-- The amount that a point (x,y) on the top should be lifted
-- from h-r. Because of rounding, the edges should be h-r,
-- but it should increase inwards.
dh x y = sqrt (r^2 - ( max 0 $ min r $ r+obj2mag (x,y))^2)
-- Turn a polyline into a list of its segments
segify (a:b:xs) = (a,b):(segify $ b:xs)
segify _ = []
-- Flip a triangle. It's the same triangle with opposite handedness.
flipTri (a,b,c) = (a,c,b)
-- The number of steps we're going to do the sides in:
n = max 4 $ fromIntegral $ ceiling $ h' (0,0)/res
-- Turn a segment a--b into a list of triangles forming
-- (a--b)×(r+(h-2r)*m/n,r+(h-2r)*(m+1)/n)
-- The dh stuff is to compensate for rounding errors, etc, and ensure that
-- the sides meet the top and bottom
-- m is the number of n steps we are up from the base of the main section
segToSide m (x1,y1) (x2,y2) =
let
-- Change across the main body of the object,
-- at (x1,y1) and (x2,y2) respectivly
mainH1 = h' (x1, y1) - 2*r + 2*dh x1 y1
mainH2 = h' (x2, y2) - 2*r + 2*dh x2 y2
-- level a (lower) and level b (upper)
la1 = r-dh x1 y1 + mainH1*m/n
lb1 = r-dh x1 y1 + mainH1*(m+1)/n
la2 = r-dh x2 y2 + mainH2*m/n
lb2 = r-dh x2 y2 + mainH2*(m+1)/n
in
-- Resulting triangles:
[((x1,y1,la1), (x2,y2,la2), (x2,y2,lb2)),
((x1,y1,la1), (x2,y2,lb2), (x1,y1,lb1)) ]
-- Get a contour polyline for obj2, turn it into a list of segments
segs = concat $ map segify $ symbolicGetOrientedContour res obj2
-- Create sides for the main body of our object = segs × (r,h-r)
-- Many layers...
side_tris = map flipTri $ concat $
[concat $ map (\(a,b) -> segToSide m a b) segs | m <- [0.. n-1] ]
-- Triangles that fill the contour. Make sure the mesh is at least (res/5) fine.
-- --res/5 because xyres won't always match up with normal res and we need to compensate.
fill_tris = {-divideMeshTo (res/5) $-} symbolicGetContourMesh res obj2
-- The bottom. Use dh to determine the z coordinates
bottom_tris = [((a1,a2,r-dh a1 a2), (b1,b2,r - dh b1 b2), (c1,c2,r - dh c1 c2))
| ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris]
-- Same idea at the top.
top_tris = map flipTri $ [((a1,a2,h' (a1,a2) -r+dh a1 a2), (b1,b2,h' (b1,b2) -r+dh b1 b2), (c1,c2,h' (c1,c2)-r+dh c1 c2))
| ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris]
-- Mesh modifiers in individual components
k = 2*pi/360
fx :: ℝ3 -> ℝ
fx (x,y,z) = let (tx,ty) = translate' z in
scale' z *((x+tx)*cos(k*twist' z) + (y+ty)*sin(k*twist' z))
fy :: ℝ3 -> ℝ
fy (x,y,z) =let (tx,ty) = translate' z in
scale' z *((x+tx)*sin(k*twist' z) - (y+ty)*cos(k*twist' z))
-- function to transform a triangle
transformTriangle :: (ℝ3,ℝ3,ℝ3) -> (ℝ3,ℝ3,ℝ3)
transformTriangle (a@(_,_,z1), b@(_,_,z2), c@(_,_,z3)) =
((fx a, fy a, z1), (fx b, fy b, z2), (fx c, fy c, z3))
in
map transformTriangle (side_tris ++ bottom_tris ++ top_tris)
-}
symbolicGetMesh res inputObj@(UnionR3 r objs) =
let
boxes = map getBox3 objs
boxedObjs = zip boxes objs
sepFree ((box,obj):others) =
if length (filter (box3sWithin r box) boxes) > 1
then (\(a,b) -> (obj:a,b)) $ sepFree others
else (\(a,b) -> (a,obj:b)) $ sepFree others
sepFree [] = ([],[])
(dependants, independents) = sepFree boxedObjs
in if null independents
then case rebound3 (getImplicit3 inputObj, getBox3 inputObj) of
(obj, (a,b)) -> getMesh a b res obj
else if null dependants
then concat $ map (symbolicGetMesh res) independents
else concat $
map (symbolicGetMesh res) independents
++ [symbolicGetMesh res (UnionR3 r dependants)]
-- If all that fails, coerce and apply marching cubes :(
-- (rebound is for being safe about the bounding box --
-- it slightly streches it to make sure nothing will
-- have problems because it is right at the edge )
symbolicGetMesh res obj =
case rebound3 (getImplicit3 obj, getBox3 obj) of
(obj, (a,b)) -> getMesh a b res obj